Blutility Button/Call in Editor Button in Editor Utility Widgets (using the Details View)

Hi, I have been having a lot of trouble finding a way to put a button in the Details View widget while using UMG to create my Editor Utility Widget. I know that the Details View supports buttons like these when events are labeled as “Call In Editor” and I would like to find out if there is some way that I can create a button that executes a function in a similar way, within my Editor Utility Widget.

Hey @codrx

welcome to the community :slight_smile:

So there are these methods one can use to add different things to the DetailsView (that I know of):

  • Create a function and edit its category, e.g. “Functions”
  • Create a variable and edit its category, e.g. “Properties”
  • Create an event and set it to CallInEditor

Let us know if that helps you or you mean something different :slight_smile:

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Hi, thanks for the warm welcome! This is the approach I’ve tried several times but it doesn’t seem to be working. I have retraced the steps you outlined in both 5.1.1 and 5.2 and I am not getting the same result as you. Where could I be going wrong?

Thanks so much for the helpful response!





Hey @codrx

you are right. I thought it works but not in a EditorUtilityWidget. It works in a UserWidget with ParentClass EditorUtilityWidget which can not be run inside the editor…

So i created you a fix until someone else might tell you the correct answer to this :slight_smile:

UE52_EditorUtilityWidget.zip (35.7 KB)

Hi!

Thank you so much for taking the time to help out! I think the functionality exists within Editor Utility Widget as I’ve seen it work in a video before. I will link that below with a timestamp to illustrate this. I will continue trying to solve this problem in the meantime. However, your workaround is also very cool and should be the perfect stop-gap solution to my current problem! Once again, thank you so much!

Video: Clip begins at 56:37

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So it turns out that the video in the previous post did not make its functions in a raw Editor Utility Widget but in an Editor Utility Object, which was then used as a base for the Editor Utility Widget, much like your workaround. I think this is probably the only way to handle creating functions in the Editor Utility Widgets so far. Hopefully that functionality can be added later.

Thanks for all the help!

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